#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index....
30.09.2025 01:08 β π 81 π 22 π¬ 0 π 1
A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.
Derivatives, Gradients, Jacobians and Hessians β Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
17.08.2025 04:33 β π 130 π 34 π¬ 3 π 1
Only a few days till REAC is here - register, log in, and soak in all the rendering architecture goodness!
Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea...
See you there!!
08.06.2025 00:37 β π 17 π 12 π¬ 0 π 1
YouTube video by Nordic Game Jam
Quaternions - Freya Holmer | NGJ2025
my NGJ2025 talk about Quaternions is up! π«
www.youtube.com/watch?v=PMvI...
03.06.2025 20:39 β π 474 π 52 π¬ 18 π 5
YouTube video by IGN
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
03.06.2025 18:19 β π 210 π 45 π¬ 14 π 2
Intelβs Battlemage Architecture
Intelβs Alchemist architecture gave the company a foot in the door to the high performance graphics segment.
Hello you fine Internet folks,
Today's article is on Intel's Battlemage Architecture found in the B580 dGPU and what improvements have been made compared to the last generation Alchemist architecture.
Hope y'all enjoy!
open.substack.com/pub/chipsand...
old.chipsandcheese.com/2025/02/10/i...
11.02.2025 07:29 β π 18 π 7 π¬ 0 π 0
Definitely, when I was looking at tessellation / subdivision it quickly became a key concept to wrap your head around !
10.01.2025 07:49 β π 2 π 0 π¬ 0 π 0
This is a Most Excellent essay to watch, that explores sooo many worthy topics and is relevant for everyone!
Just don't start watching it right as you were about to go to bed, as I did, lest you want to inevitably extend your wake up time to the full length of the video.
22.12.2024 23:25 β π 5 π 2 π¬ 0 π 0
I was surprised to hear that many graphics people were surprised to learn that normals should be transformed with the adjugate transpose matrix. This is something I've written about extensively, so here's a new blog post that talks about what's going on.
terathon.com/blog/transfo...
12.12.2024 23:19 β π 50 π 12 π¬ 0 π 1
Iβve always been curious about this pre-pixel barrier.. The hardware must store somehow pre-shading pixels (some kind of ring buffer, maybe?). Donβt you ultimately run out of that storage preventing any VS to be dispatched ?
02.12.2024 22:47 β π 1 π 0 π¬ 0 π 0
Very cool "simple" shader optimization Thread :) Interesting to see how fare you can get when taking into account GPU execution models into account !
23.11.2024 17:10 β π 3 π 0 π¬ 1 π 0
and Sebastian Aaltonen :)
23.11.2024 09:06 β π 3 π 0 π¬ 3 π 0
I feel the need to shout out this awesome D3D12 feature table that a few people from the DirectX discord put together: d3d12infodb.boolka.dev/FeatureTable...
18.11.2024 02:23 β π 122 π 38 π¬ 1 π 2
Lead Rendering Software Engineer At @EA - @CriterionGames, ex @Unity3d, ex @UbisoftMTL All expressed opinions are my own
Principal Rendering Engineer on Star Wars Jedi at Respawn Entertainment. Formerly @ Monolith, Amazon Games, Microsoft. Contributor to RenderDoc. Opinions are my own.
http://stevekarolewics.com
Graphics programmer working on PIX these days.
A virtual meetup dedicated to graphics programming. We meet online every week.
Meetup: https://www.meetup.com/graphics-programming-virtual-meetup/
Discord: https://discord.gg/TsTDb4uYfR
Senior Gameplay Programmer and former gamedev professor.
he/him
Blog: https://larstofus.com/
DMs are open.
Ray Tracing Radical, Turok Technophile, Crysis Cultist, Motion Blur Menace and PC Police Officer for @Digitalfoundry. Wird auch Hermann genannt.
Activision, previously at Unity, Bungie, AMD/ATI
all opinions my own.
Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
Graphics DevTech Engineer at NVIDIA
Journaliste pour La Tribune, Γ la rubrique tech.
Failed artist, but still trying it.
https://endvertex.com/links.html
Ce mec qui observe la fin du monde sur sa chaise longue dans les films de Roland Emmerich. Redac chef adjoint chez https://www.ladn.eu/ et auteur de L'internet des enfants chez Divergences.
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Syndicat de lutte indépendant pour la défense des salarié·es, freelances, intermittent·es, étudiant·es, etc. du #jeuvideo en France
Principal Engineer - Microsoft ATG
Itβs Ryan from Twitter! Former Epic Games Engineering Fellow, now an intern at Gradientspace Corp (gradientspace.com). Invented Modeling Mode, Geometry Script, Autodesk Meshmixer, some other stuff. PhD in Computer Shapes. Also mastodon.gamedev.place/@rms80
Callipygian statues πππ
'Cheeky, Witty, Funny' - The Bookseller;
'Crude' - Daily Express π€£
(curated by @thehistoryboy.bsky.social & @jackshoulder.bsky.social)
Buy our book here:
www.museumbums.com
Retired tech-nerd. Unicyclist, kiteboarder, juggler, hiker, plays tennis and pickleball, advocates for pedestrian/cyclist safety. Windows ETW expert. LGBTQ supporter. Vancouver, BC
he/him
https://randomascii.wordpress.com/
Artist, Dog Lover, Samourai chopper
Real-time and offline rendering, gamedev, GPU hw